桂木桂马
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Entity Info
Original Name:桂木桂马Gender:MasculineScope:Novel-specificStatus:ActiveSource:AIOccurrences:1249Chapters:50
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Context UptoCh. 50
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Updated1 week ago

Biodata

Feature Information
Name Keima Katsuragi (桂木桂马)
Alias(es) “God of Conquest”; “God” (online handle) 1 40
Species/Race Human
Gender Male
Affiliation Advanced Nurturing High School, First-Year Class D 4 6
Occupation/Role Student; galgame walkthrough writer; recruited to conquer mission targets and recover power fragments tied to a multiversal crisis 1 13
Status Active 50
First Appearance Chapter 1

Background / History

Keima was originally a student at Maijima Academy who spent his time playing galgames and publishing walkthroughs online. He had built a reputation as the “God of Conquest,” claiming 10,000 conquered heroines and nearly 5,000 completed games. After receiving a provocative message challenging him to conquer any girl, he accepted the contract without hesitation. 1

The contract drew Keima into another world alongside Elsie, a demon civil servant posing as his younger sister. Their task is to make designated girls fall in love, thereby recovering fragments of the Creator God’s power and preventing a Void invasion from destroying parallel worlds. The mission must be completed within three years, before the targets graduate. 1 5

Keima enrolls in Advanced Nurturing High School’s Class D. Although distressed by the school’s confiscation of electronics and boarding rules, he treats the target-card system—complete with affection percentages and achievements—as a high-difficulty galgame interface and begins adapting his strategies to real people. 2 3

Appearance

Keima is a glasses-wearing male student whose lenses frequently reflect light when he makes a dramatic declaration or analyzes a situation. He is almost always seen holding or operating a game device. 3 11

  • Carries handheld consoles and game cartridges in his pockets, sometimes more than one console at a time. 37
  • Uses a waterproof case to keep gaming during swimming lessons. 35
  • Can navigate from the classroom entrance to his seat while focused entirely on a game. 11

Personality

Keima openly considers the real world inferior to the “pure” world of games and treats other people’s opinions as inconsequential NPC dialogue. His intense focus on games makes him seem robotic, eccentric, and indifferent to conventional social expectations; he will play in class, negotiate directly with teachers for gaming rights, and reject requests that interfere with his playtime. 11 15

Despite this detachment, Keima is perceptive about people. He identifies Kikyo Kushida’s pleasant persona as a mask, recognizes Airi Sakura’s discomfort rather than forcing interaction, and accurately assesses Suzune Horikita’s flaws and strengths. His social methods are calculated, but he can show genuine patience, encouragement, and protectiveness when someone is vulnerable. 11 18 31 32 42

Keima distinguishes sharply between fiction and reality. While he frames relationships through game terminology, he rejects Elsie’s attempt to apply murder methods from mystery novels to real life and insists that games should not be conflated with reality. 18

Abilities & Skills

Galgame Mastery and Conquest Analysis

Keima is an experienced galgame player and walkthrough writer who applies route analysis, archetype knowledge, and observation to his mission targets.

  • Claims to have conquered 10,000 heroines and played nearly 5,000 games. 1
  • Initially describes himself as capable of clearing six games simultaneously, with a limit of twelve; during his Class D introduction, he claims he can handle twenty-four ADV games at once. 1 3
  • Publishes detailed walkthroughs that analyze heroines’ personalities, preferences, and routes rather than merely listing optimal choices. 13 19
  • Uses target cards that display affection levels and identifies changes in those values as strategic information. 2 11 18
  • Recognizes Kikyo’s false public persona and deliberately accepts an early affection loss to draw out her real self. 11
  • Understands that Airi responds better to consistent, low-pressure support than forced changes to her personality. 18

Academic Ability and Memory

Keima possesses exceptional academic ability despite appearing disengaged in class.

Assessment Recorded Evaluation
Academic Ability A+ 5
Intelligence A+ 5
Judgment A+ 6
Physical Ability E 6
Teamwork D- 6
  • Earned first place with a perfect score on Sae Chabashira’s unannounced quiz after submitting early to resume gaming. 7
  • Recalled Chabashira’s lecture word-for-word while playing a game throughout class. 8
  • Condenses lecture material into core notes rapidly while tutoring Class D students. 26
  • Anticipates that the school’s future evaluations will include exams beyond ordinary written tests. 32

Observation and Strategic Negotiation

Keima rapidly identifies systems, incentives, and weaknesses in both school rules and interpersonal conflicts.

  • Deduced that class points were tied to student conduct and tested the system through questions to Tomoya Mashima. 13 14
  • Negotiated with Sae Chabashira for the right to play games in class in exchange for monthly points and a commitment connected to reaching Class A. 15 16
  • Concluded that Class D students were assigned there for personality defects rather than academic weakness alone. 24
  • Uses Suzune’s pride as leverage in a bet over competing study groups. 24
  • Notices Masumi Kamuro stealing one of his game cartridges and predicts that she and Arisu Sakayanagi will seek him out afterward. 38

Physical Bursts and Combat

Keima’s official physical evaluation is low, but he can briefly exceed his apparent limits when motivated by the games and characters he is focused on.

  • Swam at unexpectedly high speed while playing a game, forcing Ayanokoji Kiyotaka to increase his own pace to keep up. 35
  • His burst performance is short-lived; he exhausted himself in the latter half of the race and finished last with a time of 36.54 seconds. 36
  • Attributes his explosive effort to feeling watched and encouraged by the characters in his game. 36
  • Defeated an adult shop clerk who attempted to assault Airi Sakura, leaving the man severely injured. 42 43 45

Equipment / Items

  • Handheld consoles — Keima’s constant companions; Elsie can shrink them to avoid confiscation. 2
  • Game cartridges — Carries numerous titles and considers them necessary expenses; Masumi Kamuro steals one at Arisu’s request. 4 37 38
  • Waterproof console case — Used during the school swimming lesson. 35
  • Student ID Terminal — Used for school points, online activity, recording evidence, and publishing walkthroughs. 4 13 42
  • Target cards — A supernatural card deck supplied by Elsie that identifies mission targets and tracks their affection levels. 2

Relationships

  • Elsie Katsuragi — Demon mission partner who poses as his younger sister. Keima is frequently exasperated by her lack of preparation and common sense, but tutors, protects, and guides her through the school environment. 5 18 45
  • Airi Sakura — Classmate and mission target whose social anxiety Keima approaches patiently. He helps her shop for a camera, recognizes her identity as the model “Shizuku,” protects her from a threatening clerk, and becomes the focus of her increasingly intense affection. 18 21 42 46 47
  • Suzune Horikita — Classmate, academic rival, and mission target. Their relationship begins with mutual irritation, develops through their study-group bet, and shifts after Keima defends her before Manabu and encourages her to retain her individuality. 2 24 31 32
  • Kikyo Kushida — Mission target whose friendly public demeanor Keima identifies as an act. He refuses to indulge her request regarding Suzune and instead plans to expose her true personality gradually. 10 11
  • Hiyori Shiina — Mission target and literary-minded classmate. Keima initially dismisses books as inefficient, but Hiyori’s interest in games and willingness to discuss stories causes him to reconsider her perspective. 9 28 41 47
  • Haruka Hasebe — Classmate and prospective mission target who joins Keima’s study group after identifying with his outsider status. 33 34 40
  • Ayanokoji Kiyotaka — Classmate who repeatedly observes Keima’s calculated behavior and unexplained physical performance. Keima, in turn, attempts to educate him about galgames and notes his lack of common sense about them. 14 36 37
  • Sae Chabashira — Class D’s homeroom teacher. She recognizes Keima’s exceptional academic profile and enters a points-based agreement with him over his classroom gaming. 6 15 16
  • Arisu Sakayanagi — Class A student and mission target. Their first encounter ends with Keima collapsing from exhaustion; afterward, Arisu becomes interested in his hidden abilities and begins investigating him. 37 38 45
  • Masumi Kamuro — Arisu’s associate, who steals one of Keima’s cartridges and later witnesses evidence of his combat ability. 38 43 45

Story Role / Major Arcs

Contract and Transfer

Keima accepts the “God of Conquest” challenge, is transported to the Advanced Nurturing High School world with Elsie, and learns that his real-life conquests are necessary to avert multiversal destruction. 1 5

Class D and the S-System

At school, Keima identifies the significance of class points, exploits internet loopholes to continue publishing walkthroughs, and negotiates for uninterrupted game time rather than concealing his behavior. 12 13 15 16

Airi Sakura’s Route

Keima supports Airi’s camera hobby, identifies her secret life as the online model Shizuku, and helps her grow more confident. When a store clerk threatens her, Keima records the confrontation, intervenes directly, and secures compensation for both of them from Chairman Sakayanagi. 18 21 42 44

Study Group Bet

Keima challenges Suzune to a competition between study groups, recruits Airi and Kikyo, and uses the sessions to improve struggling classmates while increasing his contact with mission targets. 24 25 26 40 46

Sakayanagi’s Interest

Following Keima’s exhaustion-induced collision with Arisu and Masumi’s theft of his cartridge, Arisu begins treating him as an unusual variable in Class D. Her interest intensifies after Masumi reports that he defeated an adult male with ease. 37 38 45

Notable Quotes

“A god does not run away!”
— Keima accepts the conquest contract. 1

“The real world is entirely meaningless.”
— Keima before his infamous Class D self-introduction. 3

“Although I do indeed love the game world more, I do not conflate the two worlds.”
— Keima rejecting Elsie’s attempt to apply fictional murder techniques in reality. 18